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Author Topic: [BETA] changeset 279 (17d9f67a6415)  (Read 9343 times)

Steff

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[BETA] changeset 279 (17d9f67a6415)
« on: October 25, 2011, 02:32:23 am »
New beta version 279.

Not much new but hope a cleaner version. Next time new features.

- Fix normal bug.
- Saving of MFBO information´s.
- Turn off the debug MFBO rendering at F7


Windows: (Revision 279)
http://www.file-upload.net/download-382 ... 9.zip.html

Mac OSX: (Revision: 279)
Perhaps Schlumpf will post it.


Happy testing.

And PLEASE USE THE BUGTRACKER :)

To clean up the normal bug from your adts:

- Select raise tool.
- Set radius to max
- Set speed to 0
- Klick in 3d mode on the ground.
- You can see the changes in 2d mode (press u)
- Save all adts.

This way i get myne clean without any changes on them.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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TheBuG

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #1 on: October 25, 2011, 10:43:12 am »
I ran it, and the F7 bug seems solved (Hurray!), however, texturing seems a bit messed up at the moment, it feels like a mix of the old way and what it's supposed to be, I don't have to use shift anymore to texture, it just works with a mouseclick, and I'm pretty sure it's not supposed to be that way. Rest seems fine so far, haven't tested it ingame yet.

Small edit: When I try to paint with shift+click it gives this error in the log, kinda obvious, but hey!
Code: [Select]
561791 - (MapChunk.cpp:1735): [Debug] Somehow no texture got painted. (A couple of thousand of the same error, but it doesn't crash Noggit.)
« Last Edit: October 25, 2011, 10:47:33 am by Admin »

Steff

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #2 on: October 25, 2011, 01:19:49 pm »
The painting mode is the old again. Because some guys with tablets (Yes there are some ) cant use noggit this way. So i turn back this.

Nothing changed on saving and texturing since last version. Do the ADTs get marked with a with boarder if you change something on them?
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Everon Mightbane

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #3 on: October 25, 2011, 01:24:31 pm »
Nope, its the same as always just when I hit save all, nothing happens.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #4 on: October 25, 2011, 01:51:40 pm »
To clean up the normal bug from your adts:

- Select raise tool.
- Set radius to max
- Set speed to 0
- Klick in 3d mode on the ground.
- You can see the changes in 2d mode (press u)
- Save all adts.

This way i get myne clean without any changes on them.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
Please mark as solved if solved.
Don't ask if you could ask a question... JUST ask the Question.
You can send me also offline messages. I will answer if I get online.
Skype: project.modcraft
Discord: steff#6954

Vel

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #5 on: October 27, 2011, 03:19:31 pm »
[spoiler:1y26fbpa][/spoiler:1y26fbpa]
[youtube:1y26fbpa]http://www.youtube.com/watch?v=sjwBfnqBw7c[/youtube:1y26fbpa]

--
bug is that Noggit using alpha channel textures on all models, even in those where it is stated, "Do not use the alpha channel of this texture" (Opaque Render Flag)

If you need to resolve this problem, I can afford one of these models. (from video)
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Steff

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #6 on: October 27, 2011, 10:57:53 pm »
And its alos a litle black?
Or is it just the video. I think an ignore lights and skybox option for madeling whould be nice.

Yes just pack me one and PM me a link where i can download it. I will try to fix this. Working on new brush display and selection stuff in the moment. It will go smother in next version i think ;) So we can use 3d paint without brush jumps.
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Vel

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #7 on: October 28, 2011, 12:56:34 pm »
Ok, I'll send you my model in pm.
There is one suggestion.
When Noggit loads doodads, if one of them he can not load - it instantly closes.
------
for example, there is no such noggit 1.3, noggit 1.3 ignores the unloaded and models works as usual.

Only in Noggit3 could make window popped up "Errors" where are the problematic objects in ADT, rather than to close.
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schlumpf

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #8 on: October 28, 2011, 01:03:32 pm »
It closes and writes to the log.

That's the only easy possible way without having a good windowing framework, which we don't.

Sorry.

Ignoring it and continuing is bad IMHO, as the user will think everything is fine, which is not.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

akspa420

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #9 on: October 29, 2011, 09:07:58 am »
It seems that there might be a WMO culling problem, where if a surface on a WMO has some other object in front of it, the renderer will go ahead and cull the surface entirely, which ends up making it look like some bits of WMO's are missing, even though they are there entirely. Not sure if this is a bug or an optimization, though.
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akspa420

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #10 on: November 17, 2011, 04:41:50 am »
I enabled the Large Address Aware flag in the executable, and noggit no longer crashes due to lack of memory on my system - perhaps it would make sense to add this to the compiled builds in the future? It's at least useful for us 64-bit users with more than 2GB of memory available to applications.
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mathias234

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #11 on: November 24, 2011, 09:05:30 pm »
Werry good but it work a bit off shlow or is it only me i mean that when i am gonno use a tool it take some sec before something happen But if i dont think at this i love it i love that the water and trees ETC..... dont get removed :D so thnx alot
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Velius

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #12 on: November 27, 2011, 08:22:57 pm »
Not sure if asked before, but one can expect the addition of modifying (switching or repainting) the ground clutter? Would be a nice addition for anyone wanting to make the terrain more detailed (I know Taliis is capable of doing this, but Noggit-modified adts are not supported, sadly)
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Velius

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #13 on: December 01, 2011, 03:53:44 pm »
I mean the grass or something similiar (small rocks) you can see on the ground. In Taliis one can change the grass by switching the ID or something in Texture Files.
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lordpsyan

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Re: [BETA] changeset 279 (17d9f67a6415)
« Reply #14 on: December 19, 2011, 08:00:18 pm »
hi all. just joined. have a suggestion.

the import.txt file can be handy, but I have run into a problem. Example: I want to add 3 different trees, so I put the entry in the txt file. when I import it in, it grabs all of them.

normally, this is not a problem, but I was goofing off the other day, and had a guildhouse and the entire stormwind wmo in the import file... forgot I had the guildhouse there. was designing an area, making holes etc. and saved it. went into my new stormwind, and there was the guildhouse there. couldn't see it cuz the wmo was too large.

my suggestion is to bring up a window similar to the texture window, with a thumbnail of the image, or at least a filename, then you pick the one you want :)

this way I can place a bunch of objects, or there could be a list of all objects, importable like the textures, by selecting the areazone name.

this would almost completely remove the need for MV.

I don't have the source files, so I cannot see how the textures window works, but I could probably design this in. I am assuming this is done in VB, but not sure.

anyways, awesome job so far. Not sure what I need to do to get a copy of the source, but I would like to help improve it. I would spend my time on wmo stuffs. Any idea where I could get a list of all wmo's? MV is handy, but can be a pain looking for a specific building, or even trees :) (i know those are usually m2's)
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